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Re: MAX2Octane exporter for max 2010+

Posted: Thu Jul 01, 2010 5:56 am
by kilaD
I don't think it's a good practice using the properties for the bitmap like tiling and offset.
Use UVW unwrap instead, it's easier and you have much more control.

Re: MAX2Octane exporter for max 2010+

Posted: Thu Jul 01, 2010 6:13 pm
by cpember
radiance:
yup, that what I do for that :) I was just saying to Elvissuperstar007 that it didnt export the extra bitmap data is all

and killaD:

Sure there's a good reason for it :) example:: bathroom tiles on walls: handpaint on an unwrapped mesh at 4k + , or a 512x512 map tiled 100 times that would hold up better in closeups ) :)

and offset, how would you animate the offset a map of a conveyor belt in an unwrapped object? That's why I use them a lot. not to mention, offset with no tiling for 'decals' on objects.

cheers!

cp

Re: MAX2Octane exporter for max 2010+

Posted: Thu Jul 01, 2010 7:18 pm
by kilaD
Ofcourse when working inside max it's handy, but once you
start working with other stuff like gameengines/apps or.. external renderers
problems may start to show. :)

Re: MAX2Octane exporter for max 2010+

Posted: Thu Jul 01, 2010 8:51 pm
by cpember
well, a "traditional" exporter would take these into account (I can think of a few external renderer exporters like, entropy/gelato/maxman, that were all prman based max-centric exporters, and we wrote one of them here at work) that all take that into account (along with material animation), and they're all pointing at external renderers. But I'm not talking about the animation itself, per se, that was just another example. :)

The game engine thing is a valid argument however, but in order to work like that from say max to engine "x" you'd have to incorporate a timeline with animation capabilities in octane like the game engines have. I'd personally like to avoid that whole pile of mess that radiance and company would have to design, and let them continue making octane as it stands *even more* kick-ass, and see the exporters do the heavy lifting from the translation point of view :) I look at octane as a renderer, much like prman, 3delight, etc. they dont do anything other than render, and that's why they're good. BUT you need a really good translation of your native 3d app to really leverage them at all. I'm sure once collada or rib or format "X" is implemented to read in octane, this will all be a moot point.

:)

/back to rendering ;)

cheers

cp

Re: MAX2Octane exporter for max 2010+

Posted: Sat Jul 10, 2010 11:46 am
by crazyhorse666
hi where can i download the 3dsmax 2010+ plugin i have been looking on the forum for ages and still cant find it ..
Crazy...

Re: MAX2Octane exporter for max 2010+

Posted: Sat Jul 10, 2010 5:16 pm
by radiance
crazyhorse666 wrote:hi where can i download the 3dsmax 2010+ plugin i have been looking on the forum for ages and still cant find it ..
Crazy...
they are always in the first post of the thread, so on the top of the first page of this thread.

Radiance

Re: MAX2Octane exporter for max 2010+

Posted: Sat Jul 24, 2010 8:19 pm
by crazyhorse666
ok guys how do you export a camera vue from 3dsmax2011 into octane ,
i work on architectural still frames often camera matced to photos of the building sites i have tried a simple cam in a scene inport and i lose the camera...
thanks
Crazy

Re: MAX2Octane exporter for max 2010+

Posted: Sat Jul 24, 2010 8:23 pm
by [gk]
Dont move the camera around in octane. if you do, save the .ocs and resend after you have graded/shaded..

mads

Re: MAX2Octane exporter for max 2010+

Posted: Sat Jul 24, 2010 8:39 pm
by crazyhorse666
yes that would be great but initial camera on opening file is not my camera import !!

Crazy

Re: MAX2Octane exporter for max 2010+

Posted: Sat Jul 24, 2010 11:06 pm
by kilaD
Just press the resetcamera-button in octane to reset to imported cameraview.

Are you using a standard camera? Tell me more about your setup

k